#version 330 core
//layout( location = 0 ) out vec4 FragColor;

out vec4 FragColor;
uniform vec3 objectColor;
uniform vec3 lightColor;
in vec3 FragPos;
in vec3 Normal;
uniform vec3 lightPos;

void main()
{
     float ambientStrength = 0.1;
       vec3 ambient = ambientStrength * lightColor;

       vec3 norm = normalize(Normal);
       vec3 lightDir = normalize(lightPos - FragPos);
       float diff = max(dot(norm, lightDir), 0.0);
       vec3 diffuse = diff * lightColor;

       vec3 result = (ambient + diffuse) * objectColor;
       FragColor = vec4(result, 1.0);

}

